#0914
Quaquaval

Quaquaval

Water Fighting

Abilities

  • Torrent Boosts the power of the Pokémon's Water-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Moxie Hidden When the Pokémon knocks out a target with an attack, its Attack stat is boosted by 1 stage.

Stat Points

HP
85
ATK
120
DEF
80
Sp. Atk
85
Sp. Def
75
SPE
85

Weakness and Resistance

2x ⦿ Super Effective
Grass Electric Flying Psychic Fairy
1x – Normal
Normal Fighting Poison Ground Ghost Dragon
0.5x △ Resists
Fire Water Ice Bug Rock Dark Steel

Learnable Moves (58)

Name Type Category Power PP Description
Acrobatics physical 55 16 This move's power is doubled if the user isn't holding an item.
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Air Cutter special 60 20 This move has a1-stage Critical-Hit Ratio Boost.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Aqua Cutter physical 70 20 This move has a 1-stage Critical-Hit Ratio Boost.
Aqua Jet physical 40 20 —
Aqua Step physical 80 12 Boosts the user's Speed stat by 1 stage.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Brave Bird physical 120 16 The user takes 1/3 of the damage dealt by this move.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Detect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Double Hit physical 35 12 The user attacks twice in a row.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Feather Dance status - 16 Lowers the target's Attack stat by 2 stages.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hurricane special 110 12 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Hydro Cannon special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Spinner physical 80 16 Removes any terrain.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Last Resort physical 140 8 This move fails unless the user has already used all the other moves it knows.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Rain Dance status - 8 Summons rain for 5 turns.
Rapid Spin physical 20 20 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roost status - 8 Restores 1/2 of the user's max HP. If the user is a Flying type, it will lose the Flying type for the turn.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Triple Axel physical 20 12 The user attacks 3 times in a row-first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Wave Crash physical 120 12 The user takes 1/3 of the damage dealt by this move.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.